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Ziggs
Champion Guide

Ziggs Guide

Mid

Ziggs is a long-range artillery mage who bullies lanes early, controls zones, clears waves quickly and sieges towers better than almost anyone, but he's team-reliant and weaker late.

Recommended Setup

Our recommended Ziggs build

Our recommended runes, summoner spells and items. Compare build win rates on the stats page.

Items

Starting Items

Item 1056
Item 2003 x2

Core Items

Item 6655
Item 3020
Item 4646
Item 6653

Situational Items

Item 3135
Item 3089
Item 2503
Item 4645
Item 3137
Item 3157
Item 3102
Item 3165

Summon Aery with Manaflow Band, Absolute Focus and Scorch, plus Legend: Haste and Cut Down, for lanes you can dominate; a First Strike page suits matchups with little kill pressure, and Arcane Comet suits burst-heavy lanes. Take Flash with Teleport, or Barrier. Start Doran's Ring with two potions and a Stealth Ward. Start Luden's Echo, with Blackfire Torch as the alternative, then Sorcerer's Shoes and Stormsurge, Liandry's Torment, Void Staff and Rabadon's Deathcap. Cryptbloom and Shadowflame are flexible damage options, and Morellonomicon, Banshee's Veil or Zhonya's Hourglass add utility. An anti-tank build opens Blackfire Torch with Ionian Boots of Lucidity. Swap to Farsight Alteration later.

Runes

Primary Tree
Summon Aery
Arcane Comet
Stormraider's Surge
Deathfire Touch
Nullifying Orb
Manaflow Band
Nimbus Cloak
Transcendence
Celerity
Absolute Focus
Scorch
Waterwalking
Gathering Storm
Secondary Tree
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand

Summoner Spells

Flash
+
Teleport

Strengths

  • Great blind pick with a strong early and mid game.
  • Unmatched sieging and fast wave clear.
  • High range, reliable zone control and good self-peel with Satchel Charge.

Weaknesses

  • Team-reliant, with a weak late game and unreliable damage.
  • A mediocre teamfighter who struggles to kill tanks.
  • Gold-hungry, and very weak against a Baron-buffed push.

Laning Phase

Prioritise Bouncing Bomb — even a second point at level 3. Poke without relying on bounces, staying just in range to hit directly, and use the explosion radius by aiming at nearby terrain or minions. Short Fuse makes your autos strong in early trades, and its bonus damage to towers lets you take plates whenever your opponent leaves. Use Satchel Charge to knock enemies into walls or into your other abilities, and as your escape.

Mid & Late Game

Siege towers — Satchel Charge can even destroy low-health towers outright. Mega Inferno Bomb takes a long time to land, so use it with crowd control rather than at long range to execute. Engage supports and junglers like Leona, Blitzcrank, Nautilus or Jarvan IV set up your bombs perfectly.

Key Tips

  • Against Zed, keep allied minions between you, since Razor Shuriken loses damage after the first target.
  • Against Kassadin, poke with autos early and save Bouncing Bomb until his shield expires.
  • Fortification halves your damage to mid-lane towers for the first 5 minutes.
Matchups

Matchups and synergies

Our picks for difficult opponents, favorable lanes and strong allies. Compare matchup win rates on the stats page.